While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Wardbreaker: Difference between revisions

From Curious Pastimes Wiki
No edit summary
No edit summary
 
(7 intermediate revisions by the same user not shown)
Line 5: Line 5:
| Cost || 8 points
| Cost || 8 points
|-
|-
| Prerequisites || [[Device Proficiency]]
| Prerequisites || Scout Archetype and [[Device Proficiency]]
|-
|-
| Key Words|| Archetype / Scout / Permanent
| Key Words|| Archetype / Scout / Once per day
|-
|-
| Description || The character can, at a cost in [[Rites#Preparing the Space|resources]], perform the rite ''[[Invest Wardbreakers Tools]]''.
| Description || The character can, at a cost in [[Rites#Preparing the Space|resources]], perform the rite ''[[Invest Wardbreakers Tools]]'', enchanting a set of thief’s or locksmith’s tools as a focus of their will.




Using their invested tools, the character can use their [[Scoundrel]] or [[Device Proficiency]] skill to pick or disable a mechanism enchanted to prevent mundane interference.
The character can use their invested tools to pick or disable enchanted locks and traps with their [[Device Proficiency]] skill.


In addition, once per day, the character can analyse one of the following:
'''Note:''' In spite of the name, this skill does not automatically enable the character to break wards; further [[Research|research]] will unlock this and more spectacular uses of the skill.

:* Enchanted lock or trap
:* Item enchanted as a magical hex
:* Magically sealed door or container
:* Portal or ward

This requires about two minutes’ close examination (within 5ft/1.5m). At the end of this time, the character learns the following information:

:* Whether it is enchanted, and with what sphere(s) (per ''[[Detect Magic]]'')
:* A specific description of a trap’s or hex's magical effects, including trigger, call(s) and charges
:* The specific conditions that must be met, if any, in order to open a lock or seal or pass a ward
:* Where a portal leads

As with the ''[[Analysis]]'' rite, this ability does not reveal any information specifically noted as being hidden from detection.

Note that this does not grant the player the ability to open or bypass the target ward or lock ''without'' meeting any specified conditions. Wardbreakers may be able to [[Research|research]] this and more dramatic feats.
|-
|-
| Progression || None
| Progression || None

Latest revision as of 12:00, 10 November 2024

Name Wardbreaker
Cost 8 points
Prerequisites Scout Archetype and Device Proficiency
Key Words Archetype / Scout / Once per day
Description The character can, at a cost in resources, perform the rite Invest Wardbreakers Tools, enchanting a set of thief’s or locksmith’s tools as a focus of their will.


The character can use their invested tools to pick or disable enchanted locks and traps with their Device Proficiency skill.

In addition, once per day, the character can analyse one of the following:

  • Enchanted lock or trap
  • Item enchanted as a magical hex
  • Magically sealed door or container
  • Portal or ward

This requires about two minutes’ close examination (within 5ft/1.5m). At the end of this time, the character learns the following information:

  • Whether it is enchanted, and with what sphere(s) (per Detect Magic)
  • A specific description of a trap’s or hex's magical effects, including trigger, call(s) and charges
  • The specific conditions that must be met, if any, in order to open a lock or seal or pass a ward
  • Where a portal leads

As with the Analysis rite, this ability does not reveal any information specifically noted as being hidden from detection.

Note that this does not grant the player the ability to open or bypass the target ward or lock without meeting any specified conditions. Wardbreakers may be able to research this and more dramatic feats.

Progression None


Return to Skills List